Commented 12 years ago2012-07-31 22:38:31 UTC
in journal: #7919Comment #44839
Scotch beat me to it. The current lighting removes so much depth from the architecture and makes it pretty dull. It looks a lot better in the Hammer screenies.
This comment was made on an article that has been deleted.
Commented 12 years ago2012-07-20 09:36:13 UTC
in journal: #7906Comment #43655
You've done stronger American accents in the past. These ones were a bit flaky by comparison. The rest was good although the audio peaked occasionally causing distortion.
Commented 12 years ago2012-07-01 03:40:52 UTC
in journal: #7864Comment #63306
Not sure I see the point without a commentary. It's like watching your mute mate play a game that you could play yourself - and if you play it yourself you get it in widescreen... At a much higher resolution... Without a screen recorder logo at the top of the frame...
Commented 12 years ago2012-07-01 02:01:05 UTC
in journal: #7863Comment #52234
Parakeets are awesome! Grats.
"The Project" would be an excellent name for bringing up in casual conversation. "Yeah I'd love to see that film. Just gimme five mins, I have to feed The Project."
I'm trying all of these in the phrase "<name> The Parakeet"
"If I had to use one word it would be 'heavy.' I looks very very 'heavy.'"
Bottom Line:
This is probably THE best Half-Life Deathmatch map I have ever played. I really mean that. It is amazing. It is piece of art and it plays really really well.
Commented 12 years ago2012-06-22 18:01:56 UTC
in journal: #7853Comment #43599
He lives in the absolute middle of nowhere, Stu. Public transport doesn't operate within about 20 miles of his "house". He needs the car to get anywhere.
Commented 12 years ago2012-06-22 14:56:11 UTC
in journal: #7853Comment #43598
He didn't get fired. The company is dead.
Also, Flash is redundant for web design now because there are so many mac gimps in web design that if you try to make a site in Flash they'll all converge on you zombie-style and eat your flesh.
Commented 12 years ago2012-06-21 19:08:04 UTC
in vault item: de_soupComment #20030
Rating for balance. If 5 star maps are flawless, 4 star maps are still very good and sorry, but this could have been made in an hour. It doesn't deserve 4.
Commented 12 years ago2012-06-21 18:07:27 UTC
in vault item: de_soupComment #20027
Not a bad start to CSS mapping!
I'll just run off some mistakes I noticed. Nothing too major.
1. Prop choice - Always try to create a consistent visual theme and ensure that props aren't just random. Think about the purpose they serve. For example, why on earth is there a metal shelf with paper towels and cardboard on it in what looks like a parking bay outside? Screenshot
2. Test thoroughly - Within about 20 secs of loading up the map I noticed that this fence wasn't solid. Easily fixable. Lazy! Screenshot
3. Unbreakable props - One of the best elements of cs_office are the awesome breakable computers. Why you chose the LOD static version for this, I have no idea. You can shoot it and it won't break. Screenshot
4. Prop Collision - If you're determined to have physics props in your map, make absolutely sure they won't obstruct the player! It's infuriating to get stuck on something daft in the middle of a firefight. Small props like these MUST be flagged "debris" so that they can still be shot, but won't interfere with player movement. Screenshot
5. Invisible Walls - My worst enemy. There is never, ever, ever a good excuse for these existing. Screenshot
6. No/Fast VIS - While in a map this small it's not too important, your release version should have always undergone a full compile. Why? Because the entire map is rendered from everywhere in the map. All the models, all the brushwork - it's all being rendered even when players are looking out to the skybox. On a larger map, this would absolutely kill performance. Screenshot
Overall it's a good start. Plenty of mistakes, but you learn from those and make better maps in the future. It's too small to be able to play a proper game on, and it's annoying that a nav mesh wasn't included to play with bots. A radar image'd be nice, too.
Commented 12 years ago2012-06-17 18:25:55 UTC
in journal: #7844Comment #63876
I was going to say that lighting could definitely use improvement, but then something in the second screenshot made me re-evaluate my opinion and I can now categorically say that this map is flawless.
Commented 12 years ago2012-06-04 13:03:26 UTC
in journal: #7827Comment #58031
"(though you can't smoke in the bars in canada anymore, which i totally don't get)"
Same in the UK. Win law. Smoking indoors is terrible for the rest of us. I went through a few months of smoking in high school, but I'd never go back to it.
Don't know how to do it in Goldsource, but if you figure it out make sure there's something to tell players immediately from spawn which way is blocked and which way is accessible, otherwise they'll waste valuable round time going the wrong way only to be blocked.
Riflneat, you silly bear.
You should have come and said hi.
Actually, you probably shouldn't... Unless you wanted us to get a whole lot closer.
Everyone's face:
I'm sorry robot chicken hasn't made any good content since the Star Wars parodies.
I'm sorry I wasn't there to hold you in my big strong arms and comfort you.
"The Project" would be an excellent name for bringing up in casual conversation. "Yeah I'd love to see that film. Just gimme five mins, I have to feed The Project."
I'm trying all of these in the phrase "<name> The Parakeet"
Moko?
Chase?
Dizzee?
Pyro?
PeeTee?
Texturing — 9.5
Ambience — 9.5
Lighting — 9.5
Gameplay — 9
Exclusive Video Review:
"If I had to use one word it would be 'heavy.' I looks very very 'heavy.'"
Bottom Line:
This is probably THE best Half-Life Deathmatch map I have ever played. I really mean that. It is amazing. It is piece of art and it plays really really well.Also, Flash is redundant for web design now because there are so many mac gimps in web design that if you try to make a site in Flash they'll all converge on you zombie-style and eat your flesh.
Mac jam-faggotry.
Pickled herrings are the worst. You are now my greatest enemy, Striker. I will be your undoing.
I'll just run off some mistakes I noticed. Nothing too major.
1. Prop choice - Always try to create a consistent visual theme and ensure that props aren't just random. Think about the purpose they serve. For example, why on earth is there a metal shelf with paper towels and cardboard on it in what looks like a parking bay outside? Screenshot
2. Test thoroughly - Within about 20 secs of loading up the map I noticed that this fence wasn't solid. Easily fixable. Lazy! Screenshot
3. Unbreakable props - One of the best elements of cs_office are the awesome breakable computers. Why you chose the LOD static version for this, I have no idea. You can shoot it and it won't break. Screenshot
4. Prop Collision - If you're determined to have physics props in your map, make absolutely sure they won't obstruct the player! It's infuriating to get stuck on something daft in the middle of a firefight. Small props like these MUST be flagged "debris" so that they can still be shot, but won't interfere with player movement. Screenshot
5. Invisible Walls - My worst enemy. There is never, ever, ever a good excuse for these existing. Screenshot
6. No/Fast VIS - While in a map this small it's not too important, your release version should have always undergone a full compile. Why? Because the entire map is rendered from everywhere in the map. All the models, all the brushwork - it's all being rendered even when players are looking out to the skybox. On a larger map, this would absolutely kill performance. Screenshot
Overall it's a good start. Plenty of mistakes, but you learn from those and make better maps in the future. It's too small to be able to play a proper game on, and it's annoying that a nav mesh wasn't included to play with bots. A radar image'd be nice, too.
Keep at it.
Also I'd happily do the lines if you want.
Same in the UK. Win law. Smoking indoors is terrible for the rest of us.
I went through a few months of smoking in high school, but I'd never go back to it.
Congrats, dude. You going straight into college/uni or work?
(right click, properties, local files, verify integrity of cache)
If you're struggling with OpenGL in a 1998 game it might be time for an upgrade, though.
Thanks a lot for the comment <3
I always make a special effort to play your releases, satch! I'll try to give some feedback asap.
Srsly though, thanks for the comments. You guys are lovely. <3